I'm slowly getting used to people pulling out counters off a magic hat when I least expect it, so I'm always avoiding going all-in unless i'm 100% certain I can score a killing blow that turn.Nothing worse than having a strong minion lineup just to have the enemy pull some trick (+spellpower flamestrikes, shadowflame on high dmg minion, clones etc) right when you thought you had won.

I think I was very sad when I managed to lose a game when a priest copied the last card left in my deck. What card it was? Lord Jaraxxus.

theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.

I'm slowly learning to resist the lure of piling on minions when I got a lead. They always have some kind of clear.

I've had great fun and also some success with my rogue aggro deck (gotten to rank 15, which is my personal best, but no further). Thought I'd see if I could get some tips for improvements?

I'm unlikely to be able to make a Legendary for this, but if there's a particular one that's very good it could be nice to have something to save up to. Epics are also a bit far off for me, but again, a tip for one is nice. Rares and uncommons are best to swap in of course

Paxen, since it's a pretty fast, low cost deck, you might consider adding a Sprint to refill your hand in the late game.

If you're using Shadowstep you could try some Charge minions. Obviously Leeroy Jenkins is the ideal target (Leeroy + double Shadowstep = 10 mana, 18 damage), but other things can work as a combo finisher (maybe Arcane Golem?).

I'd say the Ironfur Grizzly is the least needed card you've got in there at the moment - it doesn't quite fit. Oh, and it occurs to me that Mad Bomber, though a good card, has anti-synergy with half of your minion cards.

Long term, look into Miracle Rogue, which you possibly won't have all the cards for yet but is worth working towards with the kind of things you've got going on there. The key thing in that deck is Gadgetzan Auctioneer and cheap spells enabled by things like Preparation.

KysenMurrin wrote:Paxen, since it's a pretty fast, low cost deck, you might consider adding a Sprint to refill your hand in the late game.

Will try it out - I haven't used it as I've regarded the deck as done anyway if I'm not winning by the time I could play Sprint, but maybe Sprint is exactly what pulls it through.

If you're using Shadowstep you could try some Charge minions. Obviously Leeroy Jenkins is the ideal target (Leeroy + double Shadowstep = 10 mana, 18 damage), but other things can work as a combo finisher (maybe Arcane Golem?).

Ooh, like the idea. I'll see if I got any Arcane Golems, if not I could always try the concept with Wolf Riders.

I'd say the Ironfur Grizzly is the least needed card you've got in there at the moment - it doesn't quite fit. Oh, and it occurs to me that Mad Bomber, though a good card, has anti-synergy with half of your minion cards.

I use both for early board control - my first drafts went all-out on damage on the opponent, but I got much better results when I tried to keep my weenies alive by taking out opposing small minions. I've found that the Grizzly and Bomber are both usefol for this, while at the same time they can dish out early damage if the opponent doesn't play any small minions. The Grizzly is also good for keeping Cold-Blooded minions alive for an extra turn (if I get 8 damage out of Cold-Blooded it's usually enough).

I'll try your suggestions, though - swapping in charge minions and Sprint for the Bombers and Grizzlies at first.

Long term, look into Miracle Rogue, which you possibly won't have all the cards for yet but is worth working towards with the kind of things you've got going on there. The key thing in that deck is Gadgetzan Auctioneer and cheap spells enabled by things like Preparation.

I'll have a look - but I've never found the Gadgetzan Auctioneer to work very well. I can see how it's useful for Rogue though.

If you still want an early-to-mid-game taunt to help you stabilise, you could try Sen'jin Shieldmasta instead of the Grizzly. You currently have no 4 drops, and the Shieldmasta's a solid taunt, much better than the bear.

Sprint just won a game for me - I had gotten a priest down to 9 health, but had no cards in hand and no minions on the board. I then draw Sprint, play it, and get 2 Sinister Strikes, an Eviscerate, an SI:7 Agent and two Deadly Poison. He plays Hogger, heals up a bit and I finish him the next turn!

Tinkmaster Overspark is now a 3/3 (up from 2/2) and now reads: Battlecry: Transform another random minion into a 5/5 Devilsaur or a 1/1 Squirrel.

Nat Pagle now reads: At the start of your turn, you have a 50% chance to draw an extra card.

Woohoo, 1600 dust from my Tinkmaster! *sigh* This means Tinkmaster can no longer be relied on as removal. Because it says "another random minion" and not "a random enemy minion", it's only playable on either an empty board against an opponent's one big thing, or when you've got junk minions on your own side against an empty opponent's board.

The Nat Pagle change just makes it an even worse late-game play, but it only removes one card draw opportunity for the turn one or turn two drop. Vulnerable to a few things, but barely a nerf.

I can think of some fringe uses where the new card might be fun - let's say you make a Paladin deck and try to gamble on converting a token - but it's going to be dead for competative play. I'm going to DE it and make myself a Grommash, since I've been wanting to try out Warrior control.

We're probably going to see more silences (for Sylvanas, Cairne, and Tirion, for example), and maybe some more big minions. Handlock will be the unopposed strongest deck in the game. Maybe expect a return of the Black Knight and more Big Game Hunters.

Druids and Paladins will take this as a big nerf - for Druids it was often the only removal card they had.

Activating your own secrets feels a little strange, but mostly, the ability to do this was preventing us from creating new and powerful secrets that trigger off of events you can easily control (like a minion dying). They end up functioning just like spells, instead of trying to bait your opponent into a bad play. This change keeps secrets working like traps you lay for your opponent, instead of spells that you cast and use on your own turn.

Only thing I can think is that this is a Paladin nerf. As far as I am aware the only secrets you can trigger yourself are Eye for an Eye and Redemption.

Water Elemental (Mage) will now properly freeze armored heroes as intended.

Mage buff!

And apparently you unlock the Hearthsteed mount in WoW by winning 3 games in Play or Ranked mode.

Most of the best legs I got already (Cairne, Sylvanas, Rag, Ysera, black knight, Tirion.... ) now the things I don't got and could make off of him are Alexstrasza, Talnos, a second mountain giant + a second molten giant.

theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.

went up to rank 10 yesterday (from 18 as I didn't play much this season yet) with my warrior deck. as I don't have alexstrasza yet (kept paggle dust for the moment, wait if it is still played and worth it before using the dust)

New mini-patch today to fix all the new bugs the release patch caused. You know, the ones people said would show up when they heard that Blizzard was releasing their fixes on launch day instead of letting them get tested for a little while first.

Cards I'm not sure about: Ancient Watchers feel kinda dead sometimes, if I don't manage to turn them into a taunt. I never really like it if I have to use Ancestral Healing to do that, because it stops me using it on Blademasters of Berserkers. Nat Pagle does't feel right but I lacked card draw.